CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
Some more Borderlands stuff..

Anshin
Anshin is amanufacturer from the Borderlands universe, producing personal shields andhealth kits, making them one of the few manufacturers from that universe to notproduce weapons.

Cracked Sash Shield(PL7)
The Crack SashShield is a personal energy shield that protects the user from attacks, with afast recharge rate, but low capacity. The shield consists of a harness with acontrol unit at the base of the back that has a space for a power pack to powerthe whole unit. While active, the Cracked Sash shield provides 20 temporary hitpoints, regenerating at a rate of 4d4 hit points every 1 round. A standardpower pack will provide enough power for 5 minutes of continuous use.
If the shield'stemporary hit points are depleted, it takes 1 full round to reset the shield tofull strength but drains 30 seconds of power, if there is enough power left.
Weight: 5 lbs
PDC: 27 Mil +3

Adaptive Shield(PL7)
The Adaptive Shieldis a personal energy shield that protects the user from attacks, but it alsoadapts to the damage type of energy weapons used against it. The shieldconsists of a harness with a control unit at the base of the back that has aspace for a power pack to power the whole unit. While active, the Adaptiveshield provides 30 temporary hit points, regenerating at a rate of 2d6 hitpoints every 1 round. Any attack that has an energy type (fire, acid, sonic,electricity, cold), for the next 5 rounds the Cracked Sash also providesresistance 10 to that energy, or unless the shield is drained of its temporaryhit points. A standard power pack will provide enough power for 5 minutes ofcontinuous use.
If the shield'stemporary hit points are depleted, it takes 1 full round to reset the shield tofull strength but drains 30 seconds of power, if there is enough power left.
Weight: 5 lbs
PDC: 27 Mil +3


Anshin Medical Kit(Late PL 5)
This is a slightlymore advanced medical kit than those generally found on the commercial market.It can be used, with the Treat Injury skill, to treat a dazed, unconscious, orstunned character, provide long-term care, to restore hit points, treat a diseasedor poisoned character, or to stabilize a dying character. Grants a +1 bonus tothe Treat Injury check, plus when used to restore hit points, restores 1d6 hitpoints instead of the normal 1d4. The Anshin Medical Kit can be used twicebefore its supplies are used up.
Weight: 7 lbs
PDC: 16

Anshin AdvancedMedkit (PL6)
The Anshin AdvancedMedkit is similar to the standard Advanced Medkit, however provides +3equipment bonus on Treat Injury checks and if used to restore hit points, itrestores 1d6+2 hit points.
Weight: 4 lbs
PDC: 8


Skag
Skags are large, dog-like creatures, easily identified by their strong bony armour plates, aggressive behavior, and distictive three-jawed mouths.
Skags dwell in underground burrows, though they primarily carve out the burrows by using their hard, hook-like claws to dig, the molded appearance of their den entrances evidences the use of corrosive compounds - common to some types of skag - to break down the stone. Skags seem to behave like meerkats, with most of the pack inside the den and a few roaming just outside.
Skag' distinctive mouths consist of a relatively immobile lower jaw supporting two vertically aligned upper jaws which, when opened, seemingly cause the face to split. Despite the ferocious appearance of their mouths, skags do not appear to have teeth. Instead a series of barbs extends from the end of their lower jaw and along both edges of their upper jaws. This suggests that skags might ingest their prey in the same manner as alligators on Earth - by ripping apart the flesh rather than biting it in chunks.
Skags' tongues grow with age. When at the 'elder' stage of maturity and fully extended, this strong, potentially prehensile organ may be up to twice as long as the body.
Skag skin and armour plates are coloured and textured similar to rock, allowing them to blend in easily with the rocky areas they make their burrows.
On Coreline Earth, skags can be found in such places as Nevada, Arizona, New Mexico in the States, Mexico, parts of Alberta, Canada and other rocky and semi desert areas.

Combat
Skags are armoured brutes and typically attack in groups of 3 to 6 individuals mobbing their prey. If prey are near their burrows, they will use one or two to distract and lure targets close to an entrance where more can wait and ambush. Skags attack by biting and clawing, usually leading with a pouncing attack for greater damage. As they get older they will use their tongues to whip and entangle prey more, and will charge a target more than leaping, for additional damage and knocking a target down.

Skag Pup
Skag pups are the smallest and weakest of skags, attacking by flaking their target, especially if larger skags are present, leaping and biting on the target. Typically found in groups of 2 to 12 with 1 or 2 adults.

Skag Pup
Type: Animal
Size: Small
CR: 1
Hit Points: 1d8 (4 hp)
Mas: 10
Init: +3 (+3 Dex)
Speed: 30 ft, burrow 10 ft
Defense: 17 (+1 size, +3 Dex, +3 natural)
BAB/Grp: +0
FS/Reach: 5 ft by 5 ft / 5 ft
Attacks: -1 melee Bite (1d4-1)
Full Attack: -1 melee Bite (1d4-1) or -1 2 Claw (1d4-1)
Special Attacks: Pounce
Special Qualities: Scent, Low-light vision, kinetic resistance 3
Allegiances:
Saves: Fort +2, Reflex +5, Will -1
Reputation:
Abilities: Str 8, Dex 16, Con 11, Int 2, Wis 8, Cha 4
Skills: Hide +2*, Listen +4, Move Silently +2, Spot +2
Feats:
Possessions:
Advancement: 2-3 HD (Small)

Pounce (Ex): If a skag pup leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a bite and two claw attacks.
Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 3 to these kind of attacks.

Combat
Skag pups are usually found in small groups, and will leap and pounce a target, while several will use the Aid Other action to help others, particularly when fighting with adult skags, they will flank and use the Aid Other option to help the larger skags.

Skag, Adult
Type: Animal
Size: Medium
CR: 3
Hit Points: 4d8+4 (22 hp)
Mas: 12
Init: +3 (+3 Dex)
Speed: 40 ft, burrow 15 ft
Defense: 17 (+3 Dex, +5 natural)
BAB/Grp: +3/+4
FS/Reach: 5 ft by 5 ft / 5 ft
Attacks: +4 melee Bite (1d6+1) or +4 melee tongue (1d4+1 bludgeoning)
Full Attack: +4 melee Tongue (1d4+1), -2 2 Claw (1d6+1)
Special Attacks: Pounce, Rake, Charge
Special Qualities: Scent, Low-light vision, kinetic resistance 8, Improved Grab
Allegiances:
Saves: Fort +5, Reflex +7, Will +0
Reputation:
Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 8, Cha 4
Skills: Hide +4*, Listen +4, Move Silently +2, Spot +4
Feats:
Possessions:
Advancement: 5-8 HD (Medium)

Pounce (Ex): If a skag leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a tongue and two claw attacks.
Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
Rake (Ex): If the skag successfully grabs its prey (seem Improved Grab), it can make two rake attacks (+4 melee) with it claws as part of a full attack. Each successful rake attack deals 1d6+1
Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 8 to these kind of attacks.
Improved Grab (Ex): To use this ability, the skag must hit with its tongue attack, if it gets a hold, it can rake.
Tongue (Ex): As the skag gets older, its tongue gets longer and stronger, allowing it to whip and grab targets. Adult tongues have a reach of 5 feet.
Charge (Ex): As a full attack, the skag can charge a target, at +8 melee, but suffering -2 to Defense, with a speed of 80 ft, dealing 3d6 bludgeoning damage plus the target must make a Fort save DC 10 + 1/2 damage dealt or be knocked prone. A failed save by 5 or more the target is knocked prone 1d4x5 feet back.

Combat
Skag adults are usually found in small groups (1d4), and will leap and pounce a target, some using their tongues to grapple and incapacitate a target, especially after it has been knocked down by a charging skag.

Spitter Skag
A variant breed of Skag that is easily distinguished by the long spikes along their back and darker coloration. While they do leap, claw and charge like other skags, they are more likely to stay at a distance and spit gobs of corrosive goo. Their ability to deal ranged damage often makes them a nuisance when dealing with their charging and leaping brethren.

Skag, Spitter
Type: Animal
Size: Medium
CR: 3
Hit Points: 4d8+8 (26 hp)
Mas: 14
Init: +3 (+3 Dex)
Speed: 40 ft, burrow 15 ft
Defense: 16 (+3 Dex, +4 natural)
BAB/Grp: +3/+4
FS/Reach: 5 ft by 5 ft / 5 ft
Attacks: +3 melee Bite (1d6) or +3 melee tongue (1d4 bludgeoning), or +6 ranged Acid Spit (2d4 acid)
Full Attack: +3 melee Tongue (1d43), -1 2 Claw (1d6)
Special Attacks: Pounce, Rake
Special Qualities: Scent, Low-light vision, kinetic resistance 5, Improved Grab, Acid Resistance 10.
Allegiances:
Saves: Fort +6, Reflex +7, Will +0
Reputation:
Abilities: Str 10, Dex 16, Con 14, Int 2, Wis 8, Cha 4
Skills: Hide +4*, Listen +4, Move Silently +2, Spot +4
Feats:
Possessions:
Advancement: 5-8 HD (Medium)

Pounce (Ex): If a skag leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a tongue and two claw attacks.
Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
Rake (Ex): If the skag successfully grabs its prey (seem Improved Grab), it can make two rake attacks (+3 melee) with it claws as part of a full attack. Each successful rake attack deals 1d6.
Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 5 to these kind of attacks.
Improved Grab (Ex): To use this ability, the skag must hit with its tongue attack, if it gets a hold, it can rake.
Tongue (Ex): As the skag gets older, its tongue gets longer and stronger, allowing it to whip and grab targets. Adult tongues have a reach of 5 feet.
Acid Resistance (Ex): The spitter skag has Acid Resistance 10.
Acid Spit (Ex): The spitter skag can spit acid with a range increment of 30 feet, out to 5 increments, dealing 2d4 acid damage, plus 1d4 acid the next round unless the target can neutralize the acid.
Acid Tunneling (Ex): The spitter skag can use its acid spit to aid in digging tunnels, making them permanent, can dig through dirt at a rate of 20 ft, or rock at the normal 15 ft, but the tunnels is permanent and doesn't collapse. Can dig through metal at a rate of 1 foot per round, creating a 4 foot diameter tunnel.

Combat
Skag spiters are usually found in small groups (1d4) or 1 or 2 with 1d4 adults, usually will flank and keep out of melee range where they can use their acidic spit to hit prey, especially prey that has been knocked down by other adult skag.

Alpha Skag
Alpha skags are some of the largest and most powerful skags. They are covered in very thick and durable armour, making them nearly invincible to small arms fire. They aren't as good of leapers as their smaller brethern, but they have far more powerful claw and charge attacks. Their armour and skin are usually dark grey. Alpha Skag are rare, with usually only 1 found for every 100 skag, usually acting as the leaders of the burrows.

Skag, Alpha
Type: Animal
Size: Large
CR: 6
Hit Points: 9d8+18 (59 hp)
Mas: 14
Init: +3 (+3 Dex)
Speed: 50 ft, burrow 15 ft
Defense: 20 (-1 size +3 Dex, +8 natural)
BAB/Grp: +6/+1 /+ 15
FS/Reach: 5 ft by 10 ft / 5 ft, tongue 15 ft
Attacks: +11 melee Bite (1d8+5) or +11 melee tongue (1d6+5 bludgeoning)
Full Attack: +11 melee Tongue (1d6+5) and +6 2 Claw (1d8+5)
Special Attacks: Pounce, Rake, Charge
Special Qualities: Scent, Low-light vision, kinetic resistance 12, Improved Grab
Allegiances:
Saves: Fort +8, Reflex +3, Will +1
Reputation:
Abilities: Str 20, Dex 13, Con 14, Int 3, Wis 9, Cha 4
Skills: Hide +4*, Listen +4, Move Silently +2, Spot +4
Feats:
Possessions:
Advancement: 10-14 HD (Large)

Pounce (Ex): If a skag leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a tongue and two claw attacks.
Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
Rake (Ex): If the skag successfully grabs its prey (seem Improved Grab), it can make two rake attacks (+11 melee) with it claws as part of a full attack. Each successful rake attack deals 1d8+5.
Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 12 to these kind of attacks.
Improved Grab (Ex): To use this ability, the skag must hit with its tongue attack, if it gets a hold, it can rake.
Tongue (Ex): As the skag gets older, its tongue gets longer and stronger, allowing it to whip and grab targets. Alpha skag tongues have a reach of 15 feet.
Charge (Ex): As a full attack, the skag can charge a target, at +8 melee, but suffering -2 to Defense, with a speed of 80 ft, dealing 3d6 bludgeoning damage plus the target must make a Fort save DC 10 + 1/2 damage dealt or be knocked prone. A failed save by 5 or more the target is knocked prone 1d4x5 feet back.
Armour Breaker (Ex): The armour of the alpha skag is shaped to allow it to pierce armour, able to ignore 4 points of DR/Hardness on a charge attack. Its claw or rake attacks can ignore 2 points of DR/Hardness.

Combat
Alpha Skags are the leaders, usually found with at least 5 other skags, and they lead with a charge or a leap. Against heavily armoured opponents they will charge before attempting to

Badass Skag (aka Elemental Skag)
The Badass Skag, also known as Elemental Skags, are able to engulf themselves in a type of element (fire, ice, electricity or acid), making them immune to those types of damage, and even spit blasts of that element, similar to the spitter skag. While they are within 30 feet of other skag, they can impart a resistance to their element to those skag, making a group of skags with a badass skag incredibly dangerous. This breed of skag is even more rare, with about 1 in 200 skag a badass skag, although their numbers are larger in burrows near areas that have powerful relations to their element. For example, a higher number of fire badass skag can be found near volcanos; acid near dumps or areas with lots of toxic material; electricity near power plants or areas prone to high lightning strikes, etc. A badass skag can only have one elemental type, and if more than one type is in an area, the type imparted is usually that of the more powerful badass skag.

Skag, Badass
Type: Animal
Size: Medium
CR: 4
Hit Points: 5d8+10 (33 hp)
Mas: 14
Init: +3 (+3 Dex)
Speed: 40 ft, burrow 15 ft
Defense: 16 (+3 Dex, +4 natural)
BAB/Grp: +3/+4
FS/Reach: 5 ft by 5 ft / 5 ft
Attacks: +3 melee Bite (1d6) or +3 melee tongue (1d4 bludgeoning), or +6 ranged Element Spit (2d6 element)
Full Attack: +3 melee Tongue (1d43), -1 2 Claw (1d6)
Special Attacks: Pounce, Rake
Special Qualities: Scent, Low-light vision, kinetic resistance 5, Improved Grab, Element Immunity, Elemental Engulf, Impart Elemental Resistance.
Allegiances:
Saves: Fort +6, Reflex +7, Will +0
Reputation:
Abilities: Str 10, Dex 16, Con 14, Int 2, Wis 8, Cha 4
Skills: Hide +4*, Listen +4, Move Silently +2, Spot +4
Feats:
Possessions:
Advancement: 6-9 HD (Medium)

Pounce (Ex): If a skag leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a tongue and two claw attacks.
Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
Rake (Ex): If the skag successfully grabs its prey (seem Improved Grab), it can make two rake attacks (+3 melee) with it claws as part of a full attack. Each successful rake attack deals 1d6.
Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 5 to these kind of attacks.
Improved Grab (Ex): To use this ability, the skag must hit with its tongue attack, if it gets a hold, it can rake.
Tongue (Ex): As the skag gets older, its tongue gets longer and stronger, allowing it to whip and grab targets. Adult tongues have a reach of 5 feet.
Elemental Immunity (Ex): The badass skag has immunity to its elemental type (fire, ice, electricity or acid).
Element Spit (Ex): The badass skag can spit a blast of its element (fire, ice, electricity or acid) with a range increment of 40 feet, out to 5 increments, dealing 2d6 respective elemental damage.
Elemental Engulf (Su): The badass skag can engulf its body for 1d4+2 rounds with its element, adding 1d6 points of its element to its melee attacks, or anything striking it with a non-reach melee attack. They can use this ability 2 + Con modifier times per day (on average 4 times).
Impart Elemental Resistance (Su): The badass skag can grant any other non badass skag within 30 feet of it resistance 5 to its resistance. This lasts for as long as the skag remains within 30 feet and for 1d4 rounds after it leaves the area.

Combat
Badass Skag are usually found individually, in pairs or in groups of other skag, usually will flank and keep out of melee range where they can use their elemental spit to hit prey, especially prey that has been knocked down by other adult skag. Usually entering combat once they have used their Elemental Engulf ability, granting resistance to all others nearby so as to not hurt other skag while they engage in melee combat with them.
 

kronos182

Explorer
Think called shots to an open mouth are s special vulnerability or just a more regular thing?
They are.. I just didn't write up the mechanic for it.. and I'd have to write up a knowledge check to know that.. I wrote this up in an hour, I'm allowed to miss something. I'll fix it later.
 

Lord Zack

Explorer
I am wondering how well common mecha would perform against the Titans from Attack on Titan. Now I haven't actually watched the anime or read the manga, but Titans only have one weakspot- the nape of the neck, right? Even if you have like a hyper-impulse cannon, if you don't hit that spot, the Titan will keep coming. Still it seems possible to penetrate their skin easily enough, with the right weapon. In theory a beam rifle could pierce all the way through a Titan's neck. Ultimately, my assessment would be that they would be a fairly formidable opponent for most mecha, but not an insurmountable one.
 

kronos182

Explorer
I am wondering how well common mecha would perform against the Titans from Attack on Titan. Now I haven't actually watched the anime or read the manga, but Titans only have one weakspot- the nape of the neck, right? Even if you have like a hyper-impulse cannon, if you don't hit that spot, the Titan will keep coming. Still it seems possible to penetrate their skin easily enough, with the right weapon. In theory a beam rifle could pierce all the way through a Titan's neck. Ultimately, my assessment would be that they would be a fairly formidable opponent for most mecha, but not an insurmountable one.
If the weapon is powerful enough.. vaporizing the head and neck would kill the Titan. Otherwise, treat it like a giant troll.. massive regeneration capability (which can take time), once the titan is wounded enough and goes down, gives the mech pilot time to slash the vulnerable spot, IF they know about it. Otherwise, the Titans would just come back with same numbers while mech pilots have to repair and rearm.
 

kronos182

Explorer
There are other details that may come in handy like they run pretty hot (maybe a bonus to track them using thermal sensors?)
Yup, some of them run quite hot. Purposely and some not so. So the heat can be used as a weapon or defensive measure. Some have heavy bone plating. Some can generate 'armour' or harden their skin in select areas, to either protect the nap or other areas, or to add bonus damage to melee strikes. A few other uses as well.
 
BTW, concerning the fact that we have done 40K stuff here... I own a few of those books from the 40K RPG line (Dark Heresy, Rogue Trader and the like). I was thinking about trying to adapt s couple of the gizmos for this thing using the stuff already statted as a baseline.
 

kronos182

Explorer
BTW, concerning the fact that we have done 40K stuff here... I own a few of those books from the 40K RPG line (Dark Heresy, Rogue Trader and the like). I was thinking about trying to adapt s couple of the gizmos for this thing using the stuff already statted as a baseline.
If I recall, Dark Heresy doesn't use the d20 system.. so converting can be a little tricky.. If you know of the item(s) you want to adapt, let me know, I can find some info on it/them in the Lexicanum wiki, or you can PM me the book stats and info and I can convert.
 

kronos182

Explorer
Adventure Corp
Owner: Harry Smith.
Central Offices: Toronto, Ontario, Canada
Regional Offices: Offices and warehouses in NewYork City, Washington DC, Los Angeles CA, London England, Berlin German, MoscowRussia, a small office on Babylon 5, has access to a small slip in a shipyardwithin Federation space for building or modifying shuttles, freighters or smallstarships under 450 feet.
Majority Stockholder: None, all stock forAdventure Corp is owned publicly.
Information: Adventure Corp was created by anex-mercenary who had a small business as a middle man for mercenaries to getequipment or jobs, to expand his capabilities to outfit adventures andmercenaries with all their basic needs, as he saw the need for more adventurersand mercenaries increasing with all the Fictions and new people, organizationsand places appearing after the 23 Hours. Besides providing basic equipment,Harry and other managers of regional stores can also act as middle men forfinding jobs for adventurers and mercenaries.
Secret Agenda: None really, although Harrylikes to collect information about the goings on and looking to expand intoother star systems. Anyone that comes into the Toronto facility and willing toshare unique and interesting information or technology with Harry will usuallyget discounts or Harry will trade rare information or help the providers getinformation they need, or contacts for getting equipment he can't providehimself.
Services: Adventure Corp provides equipment ormodified equipment and vehicles to help adventurers and mercenaries,specializing in vehicles to act as mobile base of operations or multipurposevehicles.

JobHunting - Any Adventure Corp location can help a group find jobs, usuallysmaller jobs which include anything from investigate strangereadings/activities in an area, defend cargo convoys, act as extra muscle,defend facilities, small raids on pirate groups, etc. Requires a GatherInformation check DC 15 for a relative job. Any payments for jobs will have theWealth bonus reduced by 1 as Adventure Corp's fee. Alternatively, on jobs thatthe group would get rewards as loot, Adventure Corp asks for 10% finders feetypically.

Equipment- Adventure Corp offers a lot of equipment many mercenaries and adventurescould find useful, from repair kits and parts, diagnostic equipment, sensors,tools, weapon and armour accessories, to vehicles and vehicle modifications,particularly multipurpose vehicles or those that act as mobile base ofoperations or garages, labs or mobile hospitals.

Vans
AdventureCorp has a number of vans available that are equipped for different purposes.All are based on moving vans, cube van style, with different engine optionsincluding gas, diesel, methane and electric. All are reinforced, have bulletproof glass and fitted with puncture resistant run-flat tires.
BasicVan
Crew 1,Passengers 2*, Cargo varies*, Init -4, Maneuver -4, Top Speed 165 (16)*,Defense 6, Hardness 8, Hit Points 50, Size G, PDC 35, Res Lic (+1).

EngineOptions
GasEngine - This is the basic engine option for the vans, can use ordinary gasfound almost anywhere.

DieselEngine - The second most common engine choice, usually used for fuel economyand power. Can carry a full load and still travel at full speed, or can tow anadditional 5000 lbs without lost of power. PDC +1.

MethaneEngine - This engine is modified to run off of methane fuel. The vehicle is alittle slower as methane engines don't have quite as much power, but if the vanhas a toilet, it can refuel itself over time. Reduce max speed to 150 (15), butif van is equipped with a chemical toilet, reduce how often needs to refuel atany location that provides methane fuel by 1/3rd. PDC +1.

ElectricEngine - This is an electric engine, with solar panels fitted to the roof, thevan is much quieter than others, gaining the ability to Move Silently if movingslower than 40 mph at -5 penalty. Has a range of 500 miles before requiringrecharging. With solar panels, on a sunny day can extend range by 100 miles perhour in the sun (even while driving), while overcast only grants an additional50 miles per hour in the sun (even while driving). PDC +2.

BasicCamper Package
Thispackage modifies the van into a basic VR with beds for 4 along the roof, smallkitchenette, washroom with shower and chemical toilet, electrical generator,storage for food including freezer and fridge, side door, small lounge areaseats 5, secure weapons locker, cargo area in back that can hold 5000 lbs, ortwo motorcycle sized vehicles with ramp. Has concealed armoured windows in theback to allow natural light inside and people to see out but not in. Comes withcomputer system that is connected to a series of cameras with passive nightvision that monitor all directions around the vehicle, secure internet access(owners must pay for internet access to a provider, but can access the internetvia any wifi nearby or satellite link), basic military radio system withconnection up to 5 secure radios or cellphones, police scanner, high qualitylocks. A concealed cable and winch is mounted in the front, with retractableturret mounted spot light on roof. PDC +2

MobileLab Package
Thisfits the van with all the equipment needed for laboratory work, includingpharmaceutical work, studying samples. Fitted with sealed lab, stored air,chemical storage, chemical fire suppression system, small incinerator fordisposing dangerous materials or contaminated clothing or materials, deconchamber, tools and equipment any scientist needs while in the field. Equipmentand onboard computers grants any Craft or Knowledge check related to science,chemicals and the like gain +5 equipment bonus. Enough space to carry 5000 lbsof chemicals, materials and samples all in protected areas. Lab isenvironmentally, chemically and nuclear sealed with 8 hours of oxygen. Has asingle bed, small washroom with toilet and kitchenette are included. PDC +3

MobileGarage Package
Thisfits the van with all the equipment one would find in a garage or repair bay,including welders, cutters, tools a crane, lift in the floor any anything elseone would need to make mechanical or electrical repairs on almost anything.Grants +5 equipment bonus to Repair, Craft Electrical, Mechanical checks. Twomotorcycle sized vehicles can easily fit inside the van, while vehicles ofsedan size or larger must be worked on outside the vehicle, however the cranecan reach outside the van and can lift a maximum of 20 tons. The van hasdeployable stabilizers and anchors that allow the crane to lift 20 tons,however only 5 tons can be lifted without the stabilizers and jacks deployed. Asingle bed, washroom and kitchenette are also included. PDC +3.

Options:
A numberof options are available for these vehicles.

EnvironmentalShielding
Thevehicle is modified and sealed with high NBC ratings, granting all within +5 toFort saves, with 10 hours of air, uses 500 lbs of cargo space. PDC +1

AquaticKit
Thisoption adds a deployable raft-like device along the bottom of the vehicle,along with water jets along the bottom, allows the vehicle to cross largerivers and lakes, or in an emergency act as an emergency raft on larger bodiesof water. Allows the vehicle to float and move on water at a speed of 50 (5),system takes 1 full round to deploy or retract. Uses up 600 lbs of cargo space,PDC 18

RoboticArm
A remotecontrolled robotic arm can be fitted to the side or roof, has a reach of 20feet, considered to have a Str of 24 and Dex of 14, 15 hp hardness 5. PDC 19,+1 to be concealed.
 

kronos182

Explorer
Realta Starship

A small human built starship built in the Kelvin universe of Star Trek. The ship consists of a circular primary hull, with a split in the front, within which the primary sensors and deflector dish are mounted. A small secondary hull mounted to the rear and below the saucer contains part of engineering, cargo and a small shuttle bay, capable of holding a single shuttle craft. Above the saucer is a single warp nacelle. The saucer contains the bridge, crew quarters, additional cargo holds, main systems, a modest sickbay, a single personnel transporter and a heavier cargo transporter in the main cargo hold, with 10 2 person escape pods as standard. The ship is designed with a semi modular design, allowing it to be fitted as a small survey, cargo or passenger ship, allowing the small ships to be used by independent users for different purposes, with a maximum warp speed of only Warp 2, requiring a base crew of at least 5. The ship is lightly armed with two Type 2 phasers, one covering the forward half and the other the rear half, meaning these ships are not well suited to combat, but can defend themselves against the odd pirate attack. The Realta is capable of entering the atmosphere of a planet, similar to Earth, but it can not land.

Realta Class (Earth/Federation (PL6))
Type: Ultralight
Subtype: Fast Freighter
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 12d20 (240 hp) shields 300 hp
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 134 ft
Weight: 430 tons
Targeting System Bonus:
Crew: 5 to 20
Passenger Capacity: varies*
Cargo Capacity: 150 tons*
Grapple Modifier: +16
Base PDC: 44
Restriction:

Attack:
Type 3 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s) front arc or rear arc.

Attack of Opportunity:

Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, mining laser.
Engines: thrusters, ion engines, warp drive (max warp 2)
Armour: ditanium
Defense Systems: shields, autopilot
Sensors: Class III,
Communications: radio transceiver, subspace array
Weapons: 2 type 3 phaser
Grappling Systems: tractor beam


Phaser Type 3
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 2 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)

Mining Laser
This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 5 points over the DC succeeded by, able to cut through up to 10 feet of most asteroids (rock, common metals such as nickle, iron, etc), 20 feet through ice comets. Through asteroids made of denser metals, cuts through 5 feet per full round. The laser has a range increment of 2000 ft, out to a maximum of 10,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 6d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship).

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.


Variants

Realta-M
This version is optimized for mining, with a slightly larger top secondary hull, the rear of the saucer second has two slight bulges on the top and bottom which contain enlarged cargo bays. These ships are slightly slower than normal Realtas, but are slightly better armoured, to resist impacts from debris during mining operations without having to drain the shields by having them active while mining. Unfortunate, due to these modifications, the -M loses the rear phaser, but the Federation doesn't expect these ships to come under fire as they would be mining within well patrolled areas.
Make the following changes of a Realta to make a Realta-M
Tactical Speed reduced by -500;
Hardness increased by +2;
Weight increased by +40 tons;
Crew minimum to 5, max 9;
Cargo Capacity increased by +50 tons;
Shuttle bay can hold 2 small shuttle pods, or one large cargo shuttle;
Remove rear arc Phaser Type 3;
Add Geological Sensors;
PDC: 43

Geological Sensors
These sensors enhance the normal sensors but are designed to collect massive amounts of data and are more sensitive to searching, measuring and gathering any other information related for locating metals, minerals, gems or other materials that can be located in asteroids, comets, planetoids. Grants +2 to sensor checks to study or detect any of metals, materials, precious gems, etc. Grants +2 to Knowledge: Earth and Life Sciences. Sensor range is doubled for surveying planetoids, asteroids, comets.


Realta-P
The Realta-P is optimized as a passenger transport, with the internal spaces filled with rooms. The sickbay is expanded, increased crew requirements, the two phasers are removed and replaced with smaller plasma cannons for navigational hazards. The secondary hull is expanded to allow two shuttles to fit inside.
Make the following changes of a Realta to make a Realta-P
Weight increased +30 tons;
Crew minimum to 10;
Cargo Capacity reduced to 50 tons;
Increase Passenger Capacity to 100;
Shuttle bay can hold 2 small shuttles;
Replace Type 3 phasers with plasma cannons;
Change sickbay to standard medbay;
PDC: 42

Realta Mk2
The Mk2 Realta takes advantage of a number of upgrades in technology, including improved warp engines for greater speed of warp 4, improved hull materials used in construction, improved shield generators. A third phaser is added to provided additional firepower, positioned on the bottom of the secondary hull, allowing it to fire-link two phasers in the forward and rear arcs.
Make the following changes of a Realta to make a Realta Mk2. Both -M and -P version of the Mk2 exist, with similar modifications of the original
Weight increased to 490 tons;
Hit Dice increase to 14d20 (280 hp) shields 350 hp
Crew minimum to 10;
Cargo Capacity reduced to 100 tons;
Increase Passenger Capacity to 40;
Add 1 additional Phaser Type 3;
Change sickbay to standard medbay;
Replace Warp engine with max warp speed of Warp 4;
PDC: 45


Realta-AC Adventure Corp Modified
This version of the Realta Mk2 was modified by Adventure Corp to create a starship that can be used by adventure or mercenary group as a mobile base of operations, fitted with as much automation as possible, but also room for a decent sized crew and passengers as well as cargo. Some of the cargo space has been purposed to a general repair shop, which can hold a vehicle up to the size of a large van. The secondary hull is that of the -M series, allowing for larger shuttles, or a pair of shuttles, and easier transportation of cargo from shuttlebay to cargo holds or repair shop. A standard medbay replaces the basic one, plus a 10 person brig is installed, plus several sections are left available for modification for installation of additional systems such as labs, special workshops or equipment. Adventure Corp installed a basic projectile based point defense system and chaff system for added defense. While the ship doesn't come with a targeting system, Adventure Corp offers a 25% discount to install on brand new purchases, or 10% on ones purchased without the system with the receipt of original purchase.

Realta-AC Class (Earth/Federation (PL6))
Type: Ultralight
Subtype: Fast Freighter
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 7
Hardness: 15
Hit Dice: 14d20 (280 hp) shields 350 hp
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 134 ft
Weight: 500 tons
Targeting System Bonus:
Crew: Min 3, optimal 6 or more.
Passenger Capacity: 20 + 10 prisoners
Cargo Capacity: 75 tons
Grapple Modifier: +16
Base PDC: 45
Restriction:

Attack:
Type 3 Phaser -8 ranged 12d10 (5500 ft, energy/fire, s) front arc or rear arc.

Attack of Opportunity:
Point Defense system -8 ranged 1d12x10 ballistic

Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, mining laser.
Engines: thrusters, ion engines, warp drive (max warp 4)
Armour: ditanium
Defense Systems: shields, autopilot, point defense system, chaff launcher (5 bundles)
Sensors: Class III,
Communications: radio transceiver, subspace array
Weapons: 3 type 3 phaser
Grappling Systems: tractor beam

Standard Workshop
This is a standard workshop, able to make most items and repair them. There is enough space to repair, or even craft, with enough time and skill, an item of large size, such as bikes or small personal speeders, suits of armour and ship components up to that size. Grants +2 to Craft: Electrical, Mechanical, Structural and Repair checks. The shop carries enough supplies to create up to 1 ton of items, or 100 hp, but usually has direct access to cargo bay for ease of access to more supplies and move items for repair or built to and from the shop to the cargo bays or hanger.
Requires a crew of 4 per ship type, uses up 70 tons of cargo, minimum ship size gargantuan, PDC 38.


Realta-Q
This version of the Realta is heavily modified for combat and to conceal its weapons until they are deployed. The -Q is deployed within convoys to act as surprise heavy defense for the convoy against pirates and mercenaries. Using the Mk2 as a base, the -Q has a reinforced hull, sensor shielding to conceal its weapons, which include 4 Type 4 phasers for excellent coverage of all angles, the mining laser is replaced with a photon torpedo launcher, a laser point defense system. A set of four heavy plasma cannons are fitted forward for a heavy frontal assault. To round out the enhancements, more powerful impulse engines are fitted to allow it to intercept pirates before they can get too close to a convoy.

Realta-Q Class (Earth/Federation (PL6))
Type: Ultralight
Subtype: Fast Freighter, Q-Ship
Size: Colossal (-8)
Tactical Speed: 3500 ft
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 7
Hardness: 17
Hit Dice: 14d20 (280 hp) shields 525 hp
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 134 ft
Weight: 520 tons
Targeting System Bonus: +3
Crew: 20
Passenger Capacity: 10 prisoners
Cargo Capacity: 25 tons
Grapple Modifier: +16
Base PDC: 45
Restriction:

Attack:
2 fire-linked Type 4 Phaser -5 ranged 18d10 (5500 ft, energy/fire, s) front or rear arc, or Photon Torpedo launcher -8 ranged (varies, 10 torpedoes);
Or 4 fire-linked Heavy Plasma Cannons -5 ranged 36d8 (4,000 ft, fire, single) fixed forward)

Attack of Opportunity:
Point Defense system -8 ranged 1d12x10 fire

Standard PL(6) Design Spec: +2 Initiative, Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, transporter, Sickbay, tractor beam, replicators, shuttle bay, sensor shielding.
Engines: thrusters, upgraded ion engines, warp drive (max warp 5)
Armour: ditanium
Defense Systems: heavy shields (30 hp/HD), autopilot, point defense system
Sensors: Class III, targeting system mk1
Communications: radio transceiver, subspace array
Weapons: 4 type 4 phaser, 4 fire-linked heavy plasma cannons, 1 photon torpedo launcher
Grappling Systems: tractor beam

Sensor Shielding
The ship is designed to disguise or hide parts of its equipment or interior from sensor scans. While weapons are not active, any scans to detect what weapons the ship has, or armour suffer -8 to their checks. A failed scan will only reveal the ship has standard equipment for its base type, and basic cargo that the crew inputs (food stuffs, basic construction matarial, etc).
PDC: 25 + one-quarter base PDC of the ship, Restriction: Mil or Illegal (+3 to +4).

Photon Torpedo
Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)
 

Lord Zack

Explorer
So earlier we talked about relations between different kinds of magic-users, but what about magic-user relations with "muggles?" It seems that secrecy would be hard to maintain. Ultimately, magic-users would have to deal with the mundane world. It is possible that some could flee to magical enclaves like Xanth (along with magical creatures and even non-magic-using people who are accustomed to the presence of magic).
 
Considering the fact that anybody with a Netflix account, library card, who went to a bookstore in the early 2000s and/or got a Kindle knows about the Wizarding World, there is no way to keep secrecy. Relationships are for the most part ok, courses for Techno-magic are being given in schools (but Hogwarts is a little behind on that end compared to, say, the Massachusetts Institute of Technology and Magic (MITM). Words like 'muggle' and 'no-maj' are still used freely but there are discussions deep in the shadows about whether or not they should be treated as words as harsh as the N-word (and even the most open of fellows WILL strike back if a wizard sneers it to his face with full intent of being a racist a-hole).

There is a schism in the Wizarding World, between traditionalists and non-traditionalists. The guys who want to continue with the World as it is in the HP franchise written so far (for us) and those who are aware that change is inevitable and adaptation is a must. Even the nicest of wizards still probably has a problem with the idea of having so much as a cell phone and the Death Eaters are pure magic, non-stop, 'from my cold dead hands'-style.

There are those that flee, those that try to ignore things, a few fight back...
 

kronos182

Explorer
Kree

The Kree are a blue-skinned humanoid race of extraterrestial beings that hail from the planet Hala, in the Pama System. They are technologically advanced and very militaristic, conquering every world in their galaxy forming the Kree Empire, ruled by an advanced A.I. Called the Supreme Intelligence.
Their homeworld, Hala, has a higher nitrogen content than most planets, requiring them to have a device that helps provide the necessary extra nitrogen they need, and has a higher gravity field, allowing the Kree to develop must stronger muscles and denser skin, making them stronger and resistant to damage than humans.
As a race of conquerors, most of the Kree population goes through some military training, which allows the Kree military to call upon significant numbers. The military has special members called Accusers, part of a planetary and military police that bring justice to those who commit crimes against the empire, which has lead to several of the major wars the Kree has engaged in, and they command their own type of ships, and engage in planetary destruction to wipe out a single individual to 'cleanse' it of the criminal presence.


Racial Traits:
Ability Modifiers: +2 Strength, +2 Constitution, -2 Charisma. Kree are stronger and heartier than humans, but due to their militaristic and xenophobic tendencies they have difficulties interacting with other races.
Medium: As Medium creatures, Kree have no special bonuses.
Speed: Kree base land speed is 30 feet.
Enhanced Durability (Ex): Kree are more durable than humans. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.
Planetary Adaptation: High-G world. They gain +2 strength (already factored into ability modifiers). High Nitrogen World. Kree require higher nitrogen levels to breathe comfortably, when they are off world they have a device, usually built into their armour, to allow them breathe normally. Without this device, they fatigue in half the time as humans.
Redundant Organs: Kree have several redundant organs, making any critical attack against them has a 20% chance to be considered a regular hit. When reduced to 0 hit points, the Kree is not considered dying, and able to act normally until dead at -25 hit points (this takes into affect Enhanced Durability). Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time.
Training: As a warrior race, all Kree have some military training, granting all Kree Personal Weapons Proficiency and Light Armour Proficiency.
Reputation: Kree are well known for being a conquering warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks, but suffer -2 to Diplomacy checks.
ECL: +3

Kree Technology
As a technologically advanced race, the Kree have advanced technology, particularly in the field of weapons, armour and ships.

Starforce Uniforms
The uniform of the Kree Starforce, their military, is quite advanced, with excellent protection with light weight, a retractable helmet that leaves the mouth area exposed, but has a forcefield that engages and covers that area when exposed to hostile environments, visual enhancements, advanced communications and tactical computer systems with 3D holographic displays. The outer layer is capable of changing colour, for denoting rank and for camouflage purposes. The armour can be augmented with attached weapons and other systems. These suits come with the device to allow Kree to breathe enough nitrogen on most planets with breathable air.

Kree Starforce Uniform (PL7)
Type: Light Tactical
Equipment Bonus: +4
Nonprof. Bonus: +1
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 7 lbs
Purchase DC: 16
Restriction: Mil +3, Kree Empire only
Accessories: Retractable helmet, 8 hrs air, NBC protection (+2 Fort save), military radio, environment seal, HUD, card computer with basic chemi-, arma-, demo-, electri-, mechani- and medicomps (+2 for all related checks), 3d holographic display on arm, unicom, Galpos device.

Kree Energy Pistol
The Kree make use of plasma weapons, and make some of the best ones in the galaxy. They discharge a green plasma bolt.

Kree Energy Pistol (PL7)
Damage: 2d10+1
Critical: 19-20 x2
Damage Type: fire
Range Increment: 80 ft
Rate of Fire: S
Size: Medium
Weight: 3 lbs
Ammo: 50 box
Purchase DC: 21 Mil +3 Kree Empire only
Notes: Improved Damage (+1) gadget, Extended Range (double range), Increased Damage Potential (increases critical threat range by 1) gadgets added, can't be added again.

Kree Energy Blades
These edged weapons, typically short sword in size, have a single cutting edge which is engulfed in a green energy field, allowing it to cut through most materials. When swung, a slight light trail is visible for a few seconds following the weapon. Many users can use this to distract an opponent, making it harder for them to defend themselves.

Kree Energy Blade (PL7 Exotic Weapon Proficiency (Kree Energy Blade)
Damage: 1d8 unenergized, 3d8 energized
Critical: 20x2 unenergized, 20x3 energized
Damage Type: Bludgeoning unenergized, slashing/energy energized
Size: Medium
Weight: 4 lbs
Purchase DC: 18 Mil +3 Kree Empire only
Notes: When energized deals half slashing and half non-specific energy damage, also ignores 2 points of Defense from Armour or Shields, or 2 points of Hardness/DR
 

Lord Zack

Explorer
I am thinking about how Sentinels fit into Coreline and how they might be used. Theoretically, they can be adopted to combat various types of superhumans, including metahumans, newtypes, coordinators, augments, etc. I am also considering the combination of Sentinel and Terminator technologies.
 

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